Difference between revisions of "Vertex color"
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− | * | + | <!-- ## page was renamed from Vertex Color --> |
+ | * [[Polycount|Main Page]] > [[Category:Texturing]] > [[Vertex Color]] | ||
= Vertex Color = | = Vertex Color = | ||
− | + | Vertex Color Techniques | |
+ | {| border="1" cellpadding="2" cellspacing="0" | ||
+ | | [[Foliage Vertex Color]] | ||
+ | |- | ||
+ | | [[Ambient-Occlusion Vertex Color]] | ||
+ | |- | ||
+ | | [[Removing Vertex Colors]] | ||
+ | |} | ||
+ | |||
+ | Definition: | ||
+ | Each vertex in a mesh can optionally store an RGBA color value, called vertex color. These can be used for a variety of interesting and novel effects and/or shader inputs. | ||
+ | |||
+ | Common Usage: | ||
Vertex color is typically multiplied against the Diffuse Color, colorizing/darkening the color map. | Vertex color is typically multiplied against the Diffuse Color, colorizing/darkening the color map. | ||
Vertex color can be used for other purposes, like controlling blends between different texture sets, providing per-vertex sound effects in response to collisions, etc. When used for non-color effects, typically each color channel is treated as a separate monochrome set of values, so RGB vertex color can control three different per-vertex effects. | Vertex color can be used for other purposes, like controlling blends between different texture sets, providing per-vertex sound effects in response to collisions, etc. When used for non-color effects, typically each color channel is treated as a separate monochrome set of values, so RGB vertex color can control three different per-vertex effects. | ||
− | < | + | Depending on the game engine and mesh format, a vertex can be assigned multiple vertex colors. This duplicates the vertex, once for each color. This allows the color to change suddenly from one triangle to the next, creating a hard color edge. |
− | * | + | |
+ | Vertices can also store [[Vertex Alpha]], typically for [[Multitexture|multitexturing]], [[Opacity Map|transparency]], or Ambient Occlusion. | ||
+ | |||
+ | <<BR>> | ||
+ | * [[Polycount|Main Page]] > [[Category:Texturing]] > [[Vertex Color]] |
Revision as of 17:03, 5 July 2010
Vertex Color
Vertex Color Techniques
Foliage Vertex Color |
Ambient-Occlusion Vertex Color |
Removing Vertex Colors |
Definition: Each vertex in a mesh can optionally store an RGBA color value, called vertex color. These can be used for a variety of interesting and novel effects and/or shader inputs.
Common Usage: Vertex color is typically multiplied against the Diffuse Color, colorizing/darkening the color map.
Vertex color can be used for other purposes, like controlling blends between different texture sets, providing per-vertex sound effects in response to collisions, etc. When used for non-color effects, typically each color channel is treated as a separate monochrome set of values, so RGB vertex color can control three different per-vertex effects.
Depending on the game engine and mesh format, a vertex can be assigned multiple vertex colors. This duplicates the vertex, once for each color. This allows the color to change suddenly from one triangle to the next, creating a hard color edge.
Vertices can also store Vertex Alpha, typically for multitexturing, transparency, or Ambient Occlusion.
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